AMD Radeon R1E Mobile Graphics
AMD graphics card specifications and benchmark scores
At a Glance
AMDAMD Radeon R1E Mobile Graphics Specifications
Radeon R1E Mobile Graphics GPU Core
Shader units and compute resources
The AMD Radeon R1E Mobile Graphics GPU core specifications define its raw processing power for graphics and compute workloads. Shading units (also called CUDA cores, stream processors, or execution units depending on manufacturer) handle the parallel calculations required for rendering. TMUs (Texture Mapping Units) process texture data, while ROPs (Render Output Units) handle final pixel output. Higher shader counts generally translate to better GPU benchmark performance, especially in demanding games and 3D applications.
R1E Mobile Graphics Clock Speeds
GPU and memory frequencies
Clock speeds directly impact the Radeon R1E Mobile Graphics's performance in GPU benchmarks and real-world gaming. The base clock represents the minimum guaranteed frequency, while the boost clock indicates peak performance under optimal thermal conditions. Memory clock speed affects texture loading and frame buffer operations. The Radeon R1E Mobile Graphics by AMD dynamically adjusts frequencies based on workload, temperature, and power limits to maximize performance while maintaining stability.
AMD's Radeon R1E Mobile Graphics Memory
VRAM capacity and bandwidth
VRAM (Video RAM) is dedicated memory for storing textures, frame buffers, and shader data. The Radeon R1E Mobile Graphics's memory capacity determines how well it handles high-resolution textures and multiple displays. Memory bandwidth, measured in GB/s, affects how quickly data moves between the GPU and VRAM. Higher bandwidth improves performance in memory-intensive scenarios like 4K gaming. The memory bus width and type (GDDR6, GDDR6X, HBM) significantly influence overall GPU benchmark scores.
R1E Mobile Graphics Theoretical Performance
Compute and fill rates
Theoretical performance metrics provide a baseline for comparing the AMD Radeon R1E Mobile Graphics against other graphics cards. FP32 (single-precision) performance, measured in TFLOPS, indicates compute capability for gaming and general GPU workloads. FP64 (double-precision) matters for scientific computing. Pixel and texture fill rates determine how quickly the GPU can render complex scenes. While real-world GPU benchmark results depend on many factors, these specifications help predict relative performance levels.
GCN 2.0 Architecture & Process
Manufacturing and design details
The AMD Radeon R1E Mobile Graphics is built on AMD's GCN 2.0 architecture, which defines how the GPU processes graphics and compute workloads. The manufacturing process node affects power efficiency, thermal characteristics, and maximum clock speeds. Smaller process nodes pack more transistors into the same die area, enabling higher performance per watt. Understanding the architecture helps predict how the R1E Mobile Graphics will perform in GPU benchmarks compared to previous generations.
AMD's Radeon R1E Mobile Graphics Power & Thermal
TDP and power requirements
Power specifications for the AMD Radeon R1E Mobile Graphics determine PSU requirements and thermal management needs. TDP (Thermal Design Power) indicates the heat output under typical loads, guiding cooler selection. Power connector requirements ensure adequate power delivery for stable operation during demanding GPU benchmarks. The suggested PSU wattage accounts for the entire system, not just the graphics card. Efficient power delivery enables the Radeon R1E Mobile Graphics to maintain boost clocks without throttling.
Radeon R1E Mobile Graphics by AMD Physical & Connectivity
Dimensions and outputs
Physical dimensions of the AMD Radeon R1E Mobile Graphics are critical for case compatibility. Card length, height, and slot width determine whether it fits in your chassis. The PCIe interface version affects bandwidth for communication with the CPU. Display outputs define monitor connectivity options, with modern cards supporting multiple high-resolution displays simultaneously. Verify these specifications against your case and motherboard before purchasing to ensure a proper fit.
AMD API Support
Graphics and compute APIs
API support determines which games and applications can fully utilize the AMD Radeon R1E Mobile Graphics. DirectX 12 Ultimate enables advanced features like ray tracing and variable rate shading. Vulkan provides cross-platform graphics capabilities with low-level hardware access. OpenGL remains important for professional applications and older games. CUDA (NVIDIA) and OpenCL enable GPU compute for video editing, 3D rendering, and scientific applications. Higher API versions unlock newer graphical features in GPU benchmarks and games.
Radeon R1E Mobile Graphics Product Information
Release and pricing details
The AMD Radeon R1E Mobile Graphics is manufactured by AMD as part of their graphics card lineup. Release date and launch pricing provide context for comparing GPU benchmark results with competing products from the same era. Understanding the product lifecycle helps evaluate whether the Radeon R1E Mobile Graphics by AMD represents good value at current market prices. Predecessor and successor information aids in tracking generational improvements and planning future upgrades.
Radeon R1E Mobile Graphics Benchmark Scores
No benchmark data available for this GPU.
About AMD Radeon R1E Mobile Graphics
The AMD Radeon R1E Mobile Graphics is a GCN 2.0 integrated GPU built on the Beema chip. GlobalFoundries produces the 28 nm die, which holds 930 million transistors within 107 mm², for a transistor density of 8.7M / mm². The part is listed under the GCN 2.0 IGP (Mullins Mobile) generation, released on February 22, 2016, and designated end-of-life. It uses a system-shared memory architecture, an IGP bus interface, and portable-device-dependent display outputs, making it a host-integrated graphics solution rather than a discrete add-in card.
Benchmark Performance
The database's benchmark array is empty, and the nearestRivals list contains no entries. There are no rival names, scores, or deltaPct values to cite, so an exact percentage-delta comparison is impossible from this record. The one aggregate positioning is an average benchmark score of 0 and a percentileVsAllGpus of 50, which places the R1E at the midpoint of the database's GPU population. Because no tested workload results exist, the raw silicon limits provide the only quantitative performance baseline.
The silicon limits begin with 64 shading units, 8 texture mapping units, and 4 ROPs. The listed pixel rate is 1.988 GPixel/s, and the texture rate is 3.976 GTexel/s. FP32 compute is 63.62 GFLOPS. These numbers describe a small execution resource pool. The 8 TMUs supply texture fetching, while the 4 ROPs cap framebuffer writes. Since memory size, type, and bus width are system shared and bandwidth is system dependent, the actual rendering ceiling depends on the host memory subsystem rather than a fixed VRAM interface.
No base, boost, or game clock values are listed, so dynamic clock behavior cannot be analyzed from the data. The memory clock is also listed as system shared, meaning there is no dedicated video memory frequency to measure. Additionally, no FP16 figure is present, so mixed-precision compute analysis is not possible from this record. The benchmark section is therefore a fixed hardware profile rather than a tested performance graph. That profile — 64 shaders, 8 TMUs, 4 ROPs, 1.988 GPixel/s, 3.976 GTexel/s, and 63.62 GFLOPS — is consistent with a modest integrated GPU, although the percentile rank of 50 is the only relative placement the database provides.
Ray Tracing and Feature Set
No RT core count and no tensor core count are listed for the R1E. The GPU therefore has no dedicated hardware for ray tracing or tensor operations in the record. Feature support comes from API compatibility and the GCN 2.0 architecture rather than specialized acceleration blocks. The listed APIs are DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.2.170. DirectX 12 support at feature level 12_0 enables DX12 pipelines, while Vulkan 1.2.170 and OpenGL 4.6 provide broad API coverage. None of these APIs change the fact that all programmable shading work runs through the 64 shading units.
Display outputs are portable device dependent, so the physical connector set is determined by the host system. The bus interface is IGP, and the slot width is IGP, reinforcing that this is not an add-in card. Memory is system shared in size, type, and bus width, with system dependent bandwidth. The GPU is therefore inseparable from the host platform's memory subsystem and output design. Software feature compatibility may be broad, but the underlying memory and output flexibility is tied to whatever portable device carries the chip.
Generationally, the R1E sits between TeraScale 3 IGP and GCN 3.0 IGP in AMD's IGP sequence. It uses GCN 2.0 on the Beema chip, manufactured on a 28 nm process at GlobalFoundries. The die occupies 107 mm² and contains 930 million transistors, yielding a density of 8.7M / mm². These silicon attributes confirm a compact integrated part rather than a discrete high-performance GPU. The absence of RT and tensor core listings is a noteworthy distinction: the feature set is defined by API exposure and general-purpose shaders, not by dedicated ray tracing or tensor hardware.
Who Should Consider It
With a pixel rate of 1.988 GPixel/s and a texture rate of 3.976 GTexel/s, the R1E is positioned for low-resolution, modest-settings rendering. The 64-shader configuration and 4-ROP count limit how much detail can be pushed per frame. FP32 compute of 63.62 GFLOPS reinforces that ceiling. Users should consider this GPU for portable devices where software compatibility matters more than raw throughput.
The API list — DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.2.170 — gives a reasonably modern software foundation. However, because memory bandwidth is system dependent, performance will shift with the host platform. There is no dedicated VRAM allocation; memory size, type, and bus width are all system shared. For workloads that are light enough to fit within these limits, the R1E can serve as a baseline IGP for general-purpose rendering. The 15 W TDP also makes it suitable for power-conscious system designs, though the exact thermal behavior depends on the host device.
The absence of RT cores rules out hardware ray tracing. The 4 ROPs and 1.988 GPixel/s pixel rate set a firm cap on final framebuffer output. With end-of-life status and a February 22, 2016 release date, the R1E is not a target for new high-end systems; it is an integrated solution tied to its platform generation. Buyers evaluating this part should expect low-overhead 3D rendering and broad API compatibility, not high-fillrate or ray-traced workloads.
Power and Cooling
The TDP is 15 W. No power connectors are listed, and the suggested PSU field is null, so this IGP does not require a separate power supply specification. The slot width is IGP and the bus interface is IGP, meaning power delivery comes from the host board rather than auxiliary cables. There is no length, height, or width recorded for the card, and no cooler specification is present in the database.
Because the display outputs are portable device dependent and the memory subsystem is system shared, the power and cooling envelope is defined by the host device rather than by a standalone card design. The 15 W value is the only power figure in the record. A system integration plan would need to treat this GPU as part of the host platform's integrated design, with no connector-level power input and no discrete PSU recommendation to follow.
FAQ
Q: What architecture and process node does the Radeon R1E Mobile Graphics use?
A: It uses GCN 2.0, on the Beema chip, fabricated by GlobalFoundries on a 28 nm process. The generation is listed as GCN 2.0 IGP (Mullins Mobile).
Q: Does it have RT cores or tensor cores?
A: No RT core count and no tensor core count are listed for this GPU. The feature set is defined by GCN 2.0 and API support rather than dedicated ray tracing or tensor hardware.
Q: What APIs does it support?
A: It supports DirectX 12 (12_0), OpenGL 4.6, and Vulkan 1.2.170.
Q: How much video memory does it have?
A: The memory size, type, and bus width are all listed as system shared. Memory bandwidth is system dependent, so there is no fixed VRAM allocation.
Q: What is the TDP and does it need power connectors?
A: The TDP is 15 W. No power connectors are listed, and the slot width is IGP, so power is supplied by the host system rather than a separate connector.
Q: When was it released, and what comes before and after it?
A: It was released on February 22, 2016, and is end-of-life. Its predecessor is TeraScale 3 IGP and its successor is GCN 3.0 IGP.
The NVIDIA Equivalent of Radeon R1E Mobile Graphics
Looking for a similar graphics card from NVIDIA? The NVIDIA GeForce RTX 2080 offers comparable performance and features in the NVIDIA lineup.
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